
Stephen Wolfson |
Hi, I'm new to pathfinder and having trouble understanding how to build a spell caster. To me it looks like I only get one bonus spell per day at each spell level until you get to a 20-21 ability score, when you get 2 for level one spells. So, a Druid with an 18wisdom would only receive a total of 2 level one spells per day because he has a base of one level one spell per day. However this doesn't really seem to fit with what I see other people doing when I play at society meetings. I think I must be missing something. Thanks for the help.

Claxon |

Well...I think you're confusing some things.
You need to look at the class spell per day table first, such as the wizards. It shows you how many spells you can cast per day based on your level, and of what levels spells you can cast.
This table tells you how many bonus spells you get based on classes casting stat. With an int of 20, a 1st wizard would get 2 additional bonus first levels spells.
So that would give a 1st level wizard with 20 int 3 1st levels spells. At 3rd level, the wizard gains access to 2nd level spells and then his high ability score bonus applies there as well and he would get 1 additional 2nd level spell per day. So as a 3rd level wizard with 20 int would be able to cast 4 1st level spells and 2 2nd level spells per day.
Hopefully you can follow this example for you specific case.

Honorable Goblin |

Also, remember that there are other ways some classes can get even more spells per day: a wizard can specialize in a school to gain an extra spell/day at each spell level, clerics get domains which give them an extra spell slot per spell level per day, and druids can also get a domain for an extra spell slot per spell level per day (though if they do, they don't get an animal companion).

Stephen Wolfson |
Well...I think you're confusing some things.
You need to look at the class spell per day table first, such as the wizards. It shows you how many spells you can cast per day based on your level, and of what levels spells you can cast.
This table tells you how many bonus spells you get based on classes casting stat. With an int of 20, a 1st wizard would get 2 additional bonus first levels spells.
So that would give a 1st level wizard with 20 int 3 1st levels spells. At 3rd level, the wizard gains access to 2nd level spells and then his high ability score bonus applies there as well and he would get 1 additional 2nd level spell per day. So as a 3rd level wizard with 20 int would be able to cast 4 1st level spells and 2 2nd level spells per day.
Hopefully you can follow this example for you specific case.
Thanks. I have a follow up. If a wizard with 20 Int has 3 1st level spells, does that mean he can prepare 3 spells and cast each one once per day? Can he prepare the same spell 3 times and cast that one spell 3 days per day? Is that how it works?
Part of my confusion is that casters seem to have extremely limited utility if they can't cast much during a day. If a wizard can only cast his 3 level 1 spells once per day, he could easy expend all of them during one encounter and be far less useful until he gets the chance to rest for the night. And that design is just surprising to me. But again, maybe I'm missing something. Or maybe wizards are just much better as they get higher in level (as seems to be the case).
Thanks again for the help. As I said, I'm pretty brand new and I'd really like to build a caster, but am unsure if I'm getting everything right.
Stephen

Hzardus |

that is the problem with some casters at low level.
A wizard can fill all of his spell slots with the same spell if he wants, and then change it again when he rests for the day. But yes, he can run out of spells in one encounters. But remember, you can still use scrolls, wands, and whatever melee/range weapon you have. Also, you have unlimited use of your lvl 0 spells that you have memorized for the day.

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Stephen,
A 1st Wizard with 20 Int can prepare 3 spells. They can be any spells in his spell book and he can prepare multiple copies of the same spell to cast it multiple times. This is how prepared castsers (Wizards, Clerics, Druids in the core game) work.
Spontaneous casters (Sorcerers and Bards) work a little differently. They always have a (smaller) pool of spells known which is shown in their class section, but they can cast those spells multiple times, as shown in the main table for the class. High ability scores affect how many spells they can cast, not how many they know.
And yes, casters get much better as they level up. At first level, they mostly use cantrips, saving their actual spells for important encounters as cantrips (0th level spells) can be cast any number of times.

seebs |
Yes. Consider that, in AD&D, magic-users didn't get bonus spells, and there weren't cantrips (except as "you can replace a first level spell with four useless cantrips"), so it started out with you having one spell per day, and then you used darts. (Your weapon options: Staff, dagger, dart. No crossbows.)
And yeah, casters have to conserve spells or they run out, and that is roughly intentional.

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What Paul said about cantrips. Cantrips are 'at will' so you can cast any of the cantrips you have memorized one a round as often as you like.
Also understand that it is very easy in PFS to lst level wands.
Edit: sorry forgot to clairify that cantrips are for arcane casters. Divine casters have orisons which are pretty much the same thing.

Ilja |

Strategically, due to this you should make sure to prepare 1st level spells that _are enough_ for an encounter, and be careful not to blast everything in the first encounter. That's part of how to play a caster effectively.
So for a druid that only has two 1st level spells, consider that it also has an animal companion, and depending on build you could have either a longspear (to provide flanking) or a sling (if you're really fragile, just to add some ranged damage). Your companion isn't very weak, so you should be able to be useful regardless. If you can, get a couple of bottles of acid, they can be very useful, especially if you should encounter a swarm of some kind. Not something to use in every fight, but once or twice they might make a big difference.
And for the spells themselves, at first level with only two spells available I'd recommend picking Entangle, and perhaps Obscuring Mist - Entangle is a great debuff, and Obscuring Mist has saved more 1st level parties than a CLW ever has, at least in our games. Each spell lasts a full battle (10 rounds), so just drop one in a fight you think is dangerous.